baldurk
a9560efcdb
Work around Intel GL bug with vertex array state queries
2016-06-17 17:16:07 +02:00
baldurk
4516120293
Add support for capturing the first frame in Vulkan.
...
* Defined as beginning at the creation of the first swapchain, to the
first Present().
* This is mostly useful for samples that don't enter a proper present
loop and just present once before exiting.
2016-06-17 17:13:51 +02:00
baldurk
10629ab92b
Use https URLs to access renderdoc.org
...
* Previous versions accessing the http URLs will be redirected soon (as
of time of writing this). The POST /bugsubmit won't be redirected as
it's not feasible to redirect POST requests, but that will continue
working.
2016-06-17 14:12:19 +02:00
baldurk
dc1c7323e6
Direct log output to __android_log_print
2016-06-17 13:52:48 +02:00
Michael Rennie
ad2b266f95
Makefiles to build apk for RenderDocCmd on Android & More replay fixes.
2016-06-17 13:50:00 +02:00
baldurk
3aad67f05d
AMD now reports transfer capability for swapchain images
2016-06-17 13:18:49 +02:00
baldurk
6677ef1a33
Properly unwrap parameters passed to Discard*(). Refs #282
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* Also at the same time, serialise the Discard*() functions so that we
can replay them with nice obvious 'this has been discarded' effects.
2016-06-17 13:02:03 +02:00
baldurk
25d2fea3c9
Support querying for IDXGIResource in OpenSharedResource
2016-06-17 10:14:23 +02:00
Baldur Karlsson
d521054aa4
Merge pull request #283 from jekstrand/vk-shader-fixes
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vulkan: Add locations to fragment shader inputs
2016-06-15 14:14:49 -04:00
Baldur Karlsson
5c2ac32f66
Switch docs.renderdoc.org to renderdoc.org/docs
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* This lets the link be https (as I don't have a wildcard cert)
2016-06-15 20:10:54 +02:00
Jason Ekstrand
8034d1a678
vulkan: Add locations to shader inputs/outputs
...
As-is, glslang doesn't provide default locations on inputs so these weren't
getting any location decorations whatsoever. This is illegal in Vulkan.
While putting them in a struct *should* be possible in theory, glslang
doesn't like to do it with the glsl version in the shader. Just splitting
them into separate inputs seems like the most reliable solution.
2016-06-15 10:35:15 -07:00
baldurk
8aafe12bf8
Add debug manager initialisation progress bar updating to GL
2016-06-09 17:37:17 -07:00
baldurk
7884b0e825
Add HTML pipeline export for GL, and minor tweaks on Vulkan/D3D11
2016-06-09 17:37:16 -07:00
baldurk
b55f08843d
Travis: Disable clang-format checking while llvm.org/apt is down
2016-06-09 16:00:19 -07:00
baldurk
e263c107de
Rejig the features list in the docs so it's not one-per-API
...
* It doesn't make sense when 90% of the features are available in all
APIs now.
2016-06-09 15:59:43 -07:00
baldurk
1f3800382f
Don't call vkCmdSet* for non-dynamic states when applying pipe & state
2016-06-09 15:30:31 -07:00
baldurk
ed018f23e8
Add shader edit & replace for vulkan (without source for now)
...
* Currently at least glslang doesn't emit OpSource with source data
embedded, so we don't pull it out and for the moment we just pre-fill
the shader editor with the disassembly text (which is sort of but not
really GLSL) as a better-than-nothing default.
2016-06-09 15:30:31 -07:00
baldurk
6a7e745b97
Don't do a bunch of unnecessary runtime string contenation
2016-06-09 13:57:01 -07:00
baldurk
943ecdef58
Coverity: Ensure bitshifts are done at 64-bit precision
...
* We use more than 32-bits in the cache key, so we need to be sure that
any bitshifts are done at 64-bit, since 32-bit shifts are undefined.
2016-06-09 13:57:01 -07:00
baldurk
a990f5adb7
Coverity: Be clearer about only using viewportstate if we have it
2016-06-09 13:57:00 -07:00
baldurk
54fd063740
Coverity: Ensure GL GetByteSize() returns at least 1, for sanity
2016-06-09 13:56:59 -07:00
baldurk
5183420f14
Coverity: Fix potential NULL pointer dereference
2016-06-09 13:56:59 -07:00
baldurk
2bda634c7b
Coverity: Fix mistakes where both branches were incorrectly the same
2016-06-09 13:56:58 -07:00
baldurk
4cba0994a1
Coverity: Correctly handle stencil only formats in VK minmax/histogram
2016-06-09 13:56:58 -07:00
baldurk
e8c5d09431
Coverity: Remove some redundant code
2016-06-09 13:56:57 -07:00
baldurk
d7c6ff3eb8
Coverity: Check return value of Create*State1 properly with D3D11.1
2016-06-09 13:56:56 -07:00
baldurk
1353dd3f30
Coverity: Delete leaking cbuffer staging data
2016-06-09 13:56:56 -07:00
baldurk
b587d019d8
Coverity: Delete unused wrapped if GUID isn't matched in QueryInterface
2016-06-09 13:56:55 -07:00
baldurk
008375d4b4
Coverity: Fix incorrect double call to scope.Get()
2016-06-09 13:56:55 -07:00
baldurk
3c50965dc4
Coverity: Call corresponding FreeEnvironmentStrings() function to free
2016-06-09 13:56:54 -07:00
baldurk
6c5573ec3b
Coverity: Delete allocated section in error case
2016-06-09 13:56:54 -07:00
baldurk
5eb5ca168d
Coverity: Delete listen socket when finished acting as replay host
2016-06-09 13:56:53 -07:00
baldurk
4ae56ccdd3
Coverity: Delete leaking array
2016-06-09 13:56:52 -07:00
baldurk
0afc7ea6c3
Coverity: When possible, pass big params by const ref instead of by val
2016-06-09 13:56:52 -07:00
baldurk
d5b04583dd
Coverity: Fully initialise the MeshFormat returned from GetPostVS
2016-06-09 13:56:51 -07:00
baldurk
fdd53feae0
Coverity: Initialise VkMemoryRequirements to 0 in case it's not written
2016-06-09 13:56:51 -07:00
baldurk
47e6b214b4
Coverity: Fix some issues found within the SPIR-V project
2016-06-09 13:56:50 -07:00
baldurk
6ddba5f0ad
Don't default to max zoom when there's no current texture.
2016-06-09 10:49:04 -07:00
baldurk
65d407d5a8
Prevent custom shaders being added to the list twice
2016-06-09 10:49:00 -07:00
baldurk
8b64868025
For GLSL, insert text after #version statement.
2016-06-09 10:48:50 -07:00
baldurk
22d58cf739
Implement custom display shaders for vulkan
2016-06-09 10:48:44 -07:00
baldurk
fe1ca92c86
Add single flush validate code to PickVertex
2016-06-09 10:46:58 -07:00
baldurk
e36f038827
Use start instead of end EID/DrawID for fake profile markers
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* This causes the range in the event browser to show up properly as
start-end instead of end-end.
2016-06-08 15:30:38 -07:00
baldurk
8538e045cb
Need to downcast from BGRA formats
2016-06-08 15:30:38 -07:00
baldurk
8f7ca2974c
IsRenderOutput() should go over the remote proxy
2016-06-08 15:30:38 -07:00
baldurk
b722ddf16d
Make sure to set stencil aspect flag correctly when handling images
2016-06-08 14:13:04 -07:00
baldurk
0105967ebc
Don't initialise whole pass worth of postVS buffers unless we need it
2016-06-08 14:00:34 -07:00
baldurk
88695370fd
Implement mesh/vertex picking for Vulkan
2016-06-08 11:04:11 -07:00
baldurk
6281dd760c
Fix an incorrect barrier from frame-to-frame on replay output depth img
2016-06-08 11:04:10 -07:00
baldurk
cb0c8ca620
Don't try to pick vertices if there's no input buffer specified
2016-06-08 11:04:10 -07:00